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Fortnite Season 8 is now available, and it includes pirates, cannons and volcano lava

Fortnite, the world’s most popular game right now with some 200 million players, has just announced that its much-anticipated Season 8 is available.

For those of you who don’t play Fortnite, the title takes an episodic approach with new features, tools and maps released every few months. That keeps things fresh, gamers engaged and the money flowing as each new season offers a Battle Pass, which costs around $10 and unlocks a load of goodies, including skins and emote dance moves.

Season 8 is pretty much what the leaks this week suggested. The theme is pirates, with new skins that include a gigantic banana suit, pirates and snakes, and pirate cannon is a new weapon that’s been added. Cannons can dish out 100 damage when there’s a direct hit, or administer 50 damage on those in the impact area — it can also be used to fire players to new locations.

The map is also a major Fortnite focus, and Season 8 has added lava to the existing volcano. Stepping on lava gives players one damage point per touch while there are volcanic vents that can be used to send a player or vehicle into the air using a gust of hot air. There’s also a range of treasure to be found inside pirate ships, another new addition (which is where the cannons can be found).

On the gaming-playing side, the major addition is “Party Assist” mode, which lets players bring their friends into Fortnite’s daily or weekly challenges. Those challenges are important to players because they unlock treasures, including skins, and, in fact, those who played Season 7 could earn a free Battle Pass for Season 8 by completing the right challenges. That might have saved a few million parents $10.

(By the way, if you’re struggling to load the game, that’s because scheduled maintenance kicked off at 4am EST in preparation for the new season launch — you can find more info on the status page here.)

Those are the main additions, though game-maker Epic Games has chucked in a few little touches — including extending the somewhat comical “infinite dab” feature from 11 hours to 12, meaning that your character will keep dancing a little longer when left in the lobby.

I can’t help but think Season 7 was a greater leap — as the addition of planes and ziplines really changed how players get around — but we’ll have to see how the gaming public reacts. This time around, a lot of the focus is on skins and emotes, rather than features.

A recent report suggested Fortnite’s revenue had dipped in January, but that was pretty unfair because it’s the month that followed a surge in spending around the December Battle Pass and also, more generally, a surge around the Christmas holidays.

Sources told us recently Epic Games banked $3 billion in profit across its entire business in 2018, thanks in particular to Fortnite, and it needs to keep its season releases compelling if that streak is to continue. There’s a lot riding on Season 8, particularly as credible rivals emerge.

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Unreal Engine 4 support is coming to HoloLens 2

Microsoft closed out today’s big HoloLens 2 debut with a surprise appearance by Epic Games CEO, Tim Sweeney. The gaming exec was clearly impressed by the technology’s future for both developement and consumer augmented reality.

“I believe that AR is going to be the primary platform of the future for both work and entertainment,” he told the crowd at the event.

The Fortnite creator is kicking things off on the development side, announcing that Unreal Engine 4 support will be coming to the headset. The move is part of a larger strategy for Microsoft to open the system up, as it looks to grow its key foray into the world of mixed reality.

For Epic, meanwhile, it’s part of a larger embrace of both Microsoft’s solution and all things AR. Sweeney noted that the company is not ready to announce any kind of consumer-facing AR offering, that they’re certainly on the way, and the company “will support HoloLens in all of our endeavors.”

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Fortnite’s login and game are down [Update: it’s back]

Update: Fortnite is back up, with the game and all other features operational.

We have recovered. We will continue to monitor the situation to catch any further problems.

— Fortnite (@FortniteGame) January 29, 2019

Fortnite is currently down for many players. The Twitter account for the Epic Games title, now the most popular video game in the world, confirmed the problem, tweeting “We’re aware that players are experiencing issues when attempting to use Epic Games services. We’re currently working on a resolution and will keep you updated.

We’re aware that players are experiencing issues when attempting to use Epic Games services. We’re currently working on a resolution and will keep you updated.

— Fortnite (@FortniteGame) January 29, 2019

Further details on Epic Games’ status page said it had identified an issue with logins and as of 01:53 UTC was still working on a fix. While the game, login and store are experiencing major outages, Fortnite’s website, forums and messaging services are still operational.

Fortnite’s issues come half a day after Instagram was briefly offline.

Netflix is still up, if you need something to pass the time.

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Epic Games buys 3Lateral, maker of super-realistic ‘digital humans’

Epic Games announced this morning that they’ve acquired Serbia-based 3Lateral, a game studio focused on designing more realistic computer-generated human characters.

The team of 60+ will be continuing their work with existing partners and maintaining their presence in Serbia. 3Lateral founder Vladimir Mastilovic will lead Epic Games’ worldwide digital humans efforts, the company says.

No details on a price or specific deal terms were given.

The non-digital human team behind 3Lateral

Epic Games, which operates Fortnite as well as the Unreal Engine game development platform, has worked with 3Lateral in the past on projects to push the level of realism and detail that are possible with human avatars. Epic has open-sourced this work for developers; the acquisition will likely further expand the capabilities of Unreal Engine users to promote more detailed character design.

“Real-time 3D experiences are reshaping the entire entertainment industry, and digital human technology is at the forefront. Fortnite shows that 200,000,000 people can experience a 3D world together. Reaching the next level requires capturing, personalizing, and conveying individual human faces and emotions,” Epic Games CEO Tim Sweeney said in a statement.

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Epic Games receives an ‘F’ from the Better Business Bureau

The Fortnite community may be polite, but that doesn’t mean they’re getting the customer service they deserve. The Better Business Bureau gave Fortnite maker Epic Games an “F,” the lowest possible grade.

The Better Business Bureau, which is not a government agency but rather a national network of nonprofits that measures how well businesses handle dispute resolution and relays that information to customers, says that 247 of 271 BBB complaints filed in the last year have gone unanswered by Epic.

An Epic spokesperson told Kotaku that “Epic Games is not affiliated with the Better Business Bureau and has redirected all player submitted complaints from the BBB to our Player Support staff.”

Kotaku points out that the BBB isn’t necessarily above reproach. TIME reported in 2013 that the one branch of the BBB based in Los Angeles had been involved in a pay-to-play scheme:

While the BBB offers consumers many services—lists of popular scams to watch out for and such—the organization’s mission isn’t to have your back. From top to bottom, the BBB is funded by the annual dues paid by businesses it anoints with “accreditation,” which allows the companies to put those iconic BBB stamps of approval on their storefronts and websites. This fact raises obvious questions about an inherent conflict of interest: The organization’s customers are businesses, not taxpayers or consumers. How can the BBB serve as an honest broker between businesses and consumers when it is fully funded by one of these parties? Many argue that it cannot — that there’s a natural incentive to paint its paying clients in the best possible light.

Epic Games is not accredited with the Better Business Bureau.

Here’s what the BBB had to say about its rating for Epic Games:

Epic Games is the creator of a number of well-known games that have a global following; in addition to Fortnite and Infinity Blade, they make Unreal, Gears of War, and Shadow Complex. The company has grown significantly in the past twelve months, and their most popular game, Fortnite, currently boasts more than 6 million followers on Twitter. A majority of complaints submitted to BBB against Epic Games deal with customer service and refund or exchange issues. One complainant wrote, “Epic Games failed to protect customer security, resulting in several unsanctioned charges over mine and my partner’s account.” Another complainant added that, “There is no phone number or proper email response time to return my unauthorized charge of $160. Nobody will answer, and I feel cheated.”

Epic has also had issues with account hacking on Fortnite, which has led the company to incentivize two-factor authentication on accounts by offering a special emote.

Though we are moving to an increasingly digital age, with email, Twitter and live-chat customer service growing more prevalent, there are certain instances where customers may feel they need to speak to another human being about their issue. Account hacking and unauthorized charges are two such situations, and the Epic Games support page doesn’t list a phone number, but rather asks customers to look up their question within a support FAQ or email.

We reached out to Epic Games but haven’t heard back.

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Improbable and Epic Games establish $25M fund to help devs move to ‘more open engines’ after Unity debacle

Improbable is taking a daring step after announcing earlier today that Unity had revoked its license to operate on the popular game development engine.

The U.K.-based cloud gaming startup has inked a late-night press release with Unity rival Epic Games, which operates the Unreal Engine and is the creator of Fortnite, establishing a $25 million fund designed to help game developers move to “more open engines.”

An incoming blog post penned by Epic Games CEO Tim Sweeney and Improbable CEO Herman Narula reads, in part:

To assist developers who are left in limbo by the new engine and service incompatibilities that were introduced today, Epic Games and Improbable are together establishing a US $25,000,000 combined fund to help developers transition to more open engines, services, and ecosystems. This funding will come from a variety of sources including Unreal Dev Grants, Improbable developer assistance funds, and Epic Games store funding.

This is pretty bold on Improbable’s part and seems to suggest that Unity didn’t give them a call after Improbable published a blog post that signed off with, “You [Unity] are an incredibly important company and one bad day doesn’t take away from all you’ve given us. Let’s fix this for our community, you know our number.”

Unity, for its part, claims that they gave Improbable ample notice that they were in violation of their Terms of Service and that the two had been deep in a “partnership” agreement that obviously fell short. The termination of Improbable’s Unity license essentially cut them off from a huge portion of indie developers who build their stuff on Unity.

Epic Games CEO Tim Sweeney was quick to jump on the news earlier today, rebuking Unity’s actions.

This highlights a point: In the ecosystem like Unreal, Unity or Godot, companies live and die by the ground rules that are established. Devs have put years of their lives into building something, and nothing is worse than changing the rules and confiscating their investments.

— Tim Sweeney (@TimSweeneyEpic) January 10, 2019

“Epic Games’ partnership with Improbable, and the integration of Improbable’s cloud-based development platform SpatialOS, is based on shared values, and a shared belief in how companies should work together to support mutual customers in a straightforward, no-surprises way,” the blog post reads.

In a way this is a positive development for Improbable, suggesting that Epic Games is committed to sticking with the startup, but at the same time, one wonders how Unity and Improbable’s relationship managed to sour so quickly based on what’s been said publicly today.

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Ninja raked in nearly $10 million in 2018

Twitch superstar Tyler “Ninja” Blevins has finally settled the debate over just how much he earned in 2018. CNN reports that the gaming phenom pulled in close to $10 million last year, a little tidbit that he revealed to CNN during his press campaign on New Year’s Eve in New York City. (He also tried to get the good people of Times Square to “floss.” They weren’t having it.)

Ninja has more than 20 million subscribers on YouTube, and 12.5 million followers on Twitch, 40,000 of whom are paid subscribers. Ninja told CNN that he thinks of himself as an entrepreneur, comparing his stream to a coffee shop. “They’re gonna find another coffee shop if you’re not there … you have to be there all the time,” he said to CNN.

And when he says “all the time,” he means it. The streamer said he goes live for roughly 12 hours a day, which adds up to about 4,000 hours of gaming over the year.

Part of the money earned from each ad viewed on his YouTube channel, plus part of the profits from bits, donations and monthly subscriptions (ranging from $5, $10 or $25) on Twitch, all head into Ninja’s bank account. And that doesn’t include earnings made from tournament wins and endorsement deals with brands like Uber Eats, Samsung and Red Bull.

It shows just what is possible as esports and Twitch streaming continue to grow. And one of the most influential factors in that growth over 2018 was Fortnite, where streamers and pros not only put on a show for their viewers, but also set a different, far less toxic tone than other gaming communities.

Ninja, for example, decided to stop swearing and using other toxic language as his stream grew in popularity among young people. Other Fortnite streamers, such as NickMercs and Courage, have also fostered more inclusive, supportive communities around their streams.

Epic Games is also doing its part to give streamers like Ninja the format and opportunity to create even more engaging content on their streams through high-stakes tournament and competitive play events, including the Summer and Fall Skirmishes, the Winter Royale and the less-incentivized pop-up cups.

Though $10 million is less than the earnings of top traditional athletes (LeBron James at $36 million and Aaron Rodgers with $67 million, not including endorsements), it’s clear that Ninja and other Fortnite streamers are still very much on the rise.

As long as Epic Games keeps the attention of the gaming community at large, 2019 should see even more financial growth for Ninja and other Fortnite streamers.

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Epic Games surprises players on New Year’s Eve

Happy New Year!

The folks over at Epic Games have a special treat in store for players hopping on Fortnite today. In celebration of New Year’s Eve all around the world, Fortnite is having an in-game live event where a massive, dropping disco ball descends on the map each hour, on the hour.

The virtual ball drop has the same affect on players as a boogie bomb, meaning that everyone playing Fortnite is collectively dancing each time the minutes on your clock read :00.

Obviously, the clock has already struck midnight and 2019 has officially begun in many parts of the world, but the in-game ball drop threw some players off guard.

2019 NEW YEAR LEAKED!?!?! pic.twitter.com/T8t81LPEOQ

— dakotaz (@dakotaz) December 31, 2018

A NEW YEARS EVENT ALREADY?

HAPPY EARLY NEW YEARS I GUESS LMAOOO pic.twitter.com/Jwmu1W1klP

— FaZe Thiefs (@Thiefs) December 31, 2018

Nick Chester, Epic’s PR spokesperson, tweeted this in response:

Woke up to learn that many Fortnite players are unaware of time zones. We’re an educational and international game.

Happy New Year to you if you’re already in 2019! https://t.co/CnqzyXfFE5

— Nick Chester (@nickchester) December 31, 2018

2018 was a huge year for Fortnite. Even beyond the turning of a new year, Epic Games has good reason to celebrate.

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Polite Fortnite Society

My parents are approaching 60. When they were young, they hung out at diners, or drove around in their cars. My generation hung out in the parking lot after school, or at the mall. My colleague John Biggs often talks of hanging out with his nerd buddies in his basement, playing games and making crank calls.

Today, young people are hanging out on a virtual island plagued by an ever-closing fatal storm. It’s called Fortnite .

They hang out in Fortnite the way we used to hang out in basements or back yards. We played games or kicked a ball around, but it was all a pretense for the social aspect.

— Anoop Ranganath (@anoopr) December 10, 2018

The thread above describes exactly what I’m talking about. Yes, people most certainly log on and play the game. Some play it very seriously. But many, especially young folks, hop on to Fortnite to socialize.

The phenomenon of “hanging out” on a game is not new.

I was in a 50 person clan in World of Warcraft in 2004 and we all hung out on a Ventrilo for hours every day for years and years. I saw real romantic relationships begin, grow and die on there. So “x is a place” is a fine observation, but it’s not a new phenomenon.

— Matthew Panzarino (@panzer) December 24, 2018

Almost any popular game results in a community of players who connect not only through the common interest of the game itself, but as real friends who discuss their lives, thoughts, dreams, etc. But something else is afoot on Fortnite that may be far more effectual.

Gaming culture has long had a reputation for being highly toxic. To be clear, there is a difference between talking about someone’s skills in the game and making a personal attack:

“You are bad at this game.” = Fine by me
“You should kill yourself.” = Not fine at all

But many streamers and pro gamers make offensive jokes, talk shit about each other and rage when they lose. It’s not shocking, then, that the broader gaming community that tries to emulate them, especially the young men growing up in a world where e-sports are real, tend to do many of the same things.

A new type of community

But Fortnite doesn’t have the same type of community. Sure, as with any game, there are bad apples. But on the whole, there isn’t the same toxicity permeating every single part of the game.

For what it’s worth, I’ve played hundreds of hours of both Fortnite and Call of Duty over the past few years. The difference between the way I’m treated on Fortnite and Call of Duty, particularly once my game-matched teammates discover I’m a woman, is truly staggering. I’ve actually been legitimately scared by my interactions with people on Call of Duty. I’ve met some of my closest friends on Fortnite.

One such relationship is with a young man named Luke, who is set to graduate from college this spring.

During the course of our now year-long friendship, Luke revealed to me that he is gay and was having trouble coming out to his parents and peers at school. As an older gay, I tried to provide him with as much guidance and advice as possible. Being there for him, answering his phone calls when he was struggling and reminding him that he’s a unique, strong individual, has perhaps been one of the most rewarding parts of my life this past year.

I’ve also made friends with young men who, once they realize that I’m older and a woman and have a perspective that they might not, casually ask me for advice. They’ve asked me why the girl they like doesn’t seem to like them back — “don’t try to make her jealous, just treat her with kindness,” I advised, and then added “OK, make her a little jealous” — or vented to me about how their parents “are idiots” — “they don’t understand you, and you don’t understand them, but they’re doing their best for you and no one loves you like they do” — or expressed insecurity about who they are — “you’re great at Fortnite, why wouldn’t you be great at a bunch of other things?” and “have more confidence in yourself.”

(Though paraphrased, these are real conversations I’ve had with random players on Fortnite.)

There is perhaps no other setting where I might meet these young people, nor one where they might meet me. And even if we did meet, out in the real world, would we open up and discuss our lives? No. But we have this place in common, and as we multitask playing the game and having a conversation, suddenly our little hearts open up to one another in the safety of the island.

But that’s just me. I see this mentorship all the time in Fortnite, in both small and big ways.

Gaming culture is often seen as a vile thing, and there are a wide array of examples to support that conclusion. Though this perception is slowly changing, and not always fair, gamers are usually either perceived as lonely people bathed in the blue glow of the monitor light, or toxic brats who cuss, and throw out slurs, and degrade women.

So why is Fortnite any different from other games? Why does it seem to foster a community that, at the very least, doesn’t actively hate on one another?

One map, a million colors

First, it’s the game itself. Even though Fortnite includes weapons, it’s not a “violent” game. There is no blood or gore. When someone is eliminated, their character simply evaporates into a pile of brightly colored loot. The game feels whimsical and cartoonish and fun, full of dances and fun outfits. This musical, colorful world most certainly affects the mood of its players.

Logging on to Fortnite feels good, like hearing the opening music to the Harry Potter movies. Logging on to a game like, say, Call of Duty: WWII feels sad and scary, like watching the opening sequence to Saving Private Ryan.

Moreover, Fortnite Battle Royale takes place on a single large map. That map may change and evolve from time to time, but it’s even more “common ground” between players. Veterans of the game show noobs new spots to find loot or ways to get around. As my colleague Greg Kumparak said to me, “Every time you go in, you’re going to the same place. Maybe it’s skinned a little different or there’s suddenly a viking ship, but it’s home.”

Of course, there are other colorful, bubbly games that still have a huge toxicity problem. Overwatch is a great example. So what’s the difference?

Managing expectations

Battle Royale has introduced a brand new dynamic to the world of gaming. Instead of facing off in a one-versus-one or a five-versus-five scenario as with Starcraft or Overwatch respectively, Battle Royale is either 1 versus 99, 2 versus 98 or 4 versus 96.

“It isn’t as binary as winning or losing,” said Rod “Slasher” Breslau, longtime gaming and e-sports journalist formerly of ESPN and CBS Interactive’s GameSpot. “You could place fifth and still feel satisfied about how you played.”

Breslau played Overwatch at the highest levels for a few seasons and said that it was the most frustrating game he’s ever played in 20 years of gaming. It may be colorful and bubbly, but it is built in a way that gives an individual player a very limited ability to sway the outcome of the game.

“You have all the normal problems of playing in a team, relying on your teammates to play their best and communicate and to simply have the skill to compete, but multiply that because of the way the game works,” said Breslau. “It’s very reliant on heroes, the meta is pretty stale because it’s a relatively new game, and the meta has been figured out.”

All that, combined with the fact that success in Overwatch is based on teamwork, make it easy to get frustrated and unleash on teammates.

With Fortnite, a number of factors relieve that stress. In an ideal scenario, you match up with three other players in a Squads match and they are all cooperative. Everyone lands together, they share shield potions and weapons, communicate about nearby enemies and literally pick each other up when one gets knocked down. This type of teamwork, even among randos, fosters kindness.

In a worst-case scenario, you are matched up with players who aren’t cooperative, who use toxic language, who steal your loot or simply run off and die, leaving you alone to fight off teams of four. Even in the latter scenario, there are ways to play more cautiously — play passive and hide, or third-party fights that are underway and pick players off, or lure teams intro trapped up houses.

Sure, it’s helpful to have skilled, communicative teammates, but being matched with not-so-great teammates doesn’t send most people into a blind rage.

And because the odds are against you — 1 versus 99 in Solos or 4 versus 96 in Squads — the high of winning is nearly euphoric.

“The lows are the problem,” says Breslau. “Winning a close game of Overwatch, when the team is working together and communicating, feels great. But when you’re depending on your team to win, the lows are so low. The lows aren’t like that in Fortnite.”

The more the merrier

The popularity of Fortnite as a cultural phenomenon, not just a game, means that plenty of non-gamers have found their way onto the island. Young people, a brand new generation of gamers, are obsessed with the game. But folks who might have fallen away from gaming as they got older are still downloading it on their phone, or installing it on the Nintendo Switch, and giving Battle Royale a try. Outsiders, who haven’t been steeped in the all-too-common hatred found in the usual gaming community, are bringing a sense of perspective to Fortnite. There is simply more diversity that comes with a larger pool of players, and diversity fosters understanding.

Plus, Fortnite has solid age distribution among players. The majority (63 percent) of players on Fortnite are between the ages of 18 and 24, according to Verto Analytics. Twenty-three percent of players are ages 24 to 35, and thirteen percent are 35 to 44 years old. However, this data doesn’t take into account players under the age of 18, which represent 28 percent of overall gamers, according to Verto. One way Fortnite is like other games is that 70 percent of players are male.

There aren’t many scenarios where four people, from different backgrounds and age groups, join up under a common goal in the type of mood-lifting setting that Fortnite provides. More often than not, the youngest little guy tries to make some sort of offensive joke to find his social place in the group. But surprisingly, for a shoot and loot game played by a lot of people, that’s rarely tolerated by the older members of a Fortnite squad.

All eyes on Fortnite

The popularity of the game also means that more eyes are on Fortnite than any other game. Super-popular streamer Ninja’s live stream with Drake had more than 600,000 concurrent viewers, setting a record. The more people watching, the more streamers are forced to watch their behavior.

Fortnite streamers are setting a new example for gamers everywhere.

One such streamer is Nick “NickMercs” Kolcheff. Nick has been streaming Fortnite since it first came out and has a huge community of mostly male viewers. I consider myself a part of, albeit a minority in, that community — I’ve subscribed to his channel and cheered for him with bits and participated in the chat. In short, I’ve spent plenty of time watching Nick and have seen him offer a place of support and friendship for his viewers.

I’ve seen Nick’s audience ask him, in so many words, how to lose weight (Nick’s a big fitness guy), or share that they’re dealing with an illness in the family, or share that they’re heartbroken because their girlfriend cheated on them.

In large part, Nick says he learned how to be a mentor from his own dad.

“I remember being in those kinds of positions, but I have a great father that always sat me down and let me vent and then shared his opinion, and reminded me that it isn’t supposed to be easy,” said Kolcheff. “It feels good to bounce things off other people and hard things always feel much easier when you know you’re not alone, and I can relate to my chat the way my dad relates to me.”

Nick always has something positive to say. He reminds his audience that even if they feel alone IRL, they have a community right there in his Twitch channel to talk to. He sets an example in the way he talks about his girlfriend Emu, and the way he treats her on screen. When Nick loses a game and his chat explodes with anger, he reminds them to be cool and to not talk shit about other players.

And it’s easy to see his example followed in the chat, where young people are treating each other with respect and answering each other’s questions.

Nick wasn’t always like this. In fact, the first time that NickMercs and Ninja played together on stream, they brought up the time that Nick challenged Ninja to a fight at a LAN tournament years ago. But both Nick and Ninja have matured into something that you rarely find in online gaming: a role model — and it’s had an effect.

Tyler “Ninja” Blevins, far and away the most successful Twitch streamer ever, decided to stop swearing and using degrading language as his influence in the community and his viewership grew. When his audience said they missed the old Ninja, he had this to say:

I’m the same person, you guys. 2018 can’t handle old Ninja and… guess what, I can’t handle old Ninja because the words that I used to say and the gaming terms I used to say… they weren’t ok, alright? I’ve matured.

Jack “Courage” Dunlop is another Fortnite streamer who uses his influence in the community to mentor young people. He has befriended a young fellow named Connor. Courage helped Connor get his first win and has since continued playing with him and talking to him.

Not only is he being kind to Connor, but he’s setting an example for his viewers.

“In comparison to games like Call of Duty and Gears of War and Halo, the top content creators like Ninja, Sypher PK, Timthetatman, are a little older now,” said Kolcheff. “They’ve come from other games where they already had a following. If you look at me five or six years ago, or any of us, we’ve all chilled out. We were more combative and crazy and had a lot more words to say, but I think we just grew up, and it bleeds through to the community.”

These guys are the exception in the wider world of gaming and streaming. But they represent the future of gaming in general. As e-sports explode with growth, pro players will undoubtedly be held to the same behavioral standards as pro players in traditional sports. That’s not to say that pro athletes are angels, and that’s not to say that bad actors won’t have a following. Just look at PewDiePie.

A matter of time

The e-sports world is realizing that they can’t let their professionals run their mouth without consequences. As the industry grows, highly dependent on advertisers and brand endorsements, with a young audience hanging on every word, it will become increasingly important for leagues, e-sports organizations and game makers to start paying closer attention to the behavior of their top players.

We’re already seeing this type of policing happening on Overwatch, both for pro players and amateurs alike.

There is plenty more work to do. But the problem of removing toxicity from any platform is incredibly difficult. Just ask Facebook and Twitter. Still, it’s only a matter of time before e-sports decision-makers raise the stakes on what they’ll allow from their representatives, which are pro players and streamers.

Toxic behavior is being rejected in most polite society anywhere (except Twitter, because Twitter), and it surely can’t be tolerated much longer in the gaming world. But Fortnite maker Epic Games hasn’t had to put too much effort forth to steer clear of toxic behavior. The community seems to be doing a pretty good job holding itself accountable.

Winning where it counts

Believe you me, Fortnite is not some magical place filled with unicorns and rainbows. There are still players on the game who behave badly, cheat, use toxic language and are downright mean. But compared to other shooters, Fortnite is a breath of fresh air.

No one thing makes Fortnite less toxic. A beautiful, mood-lifting game can’t make much of a difference on its own. A huge, relatively diverse player base certainly makes a dent. And yes, the game limits frustration by simply managing expectations. But with leaders that have prioritized their position as role models, and all the other factors above working in harmony, Fortnite is not only the most popular game in the world, but perhaps one of the most polite.

We reached out to Epic Games, Courage and Ninja for this story, but didn’t hear back at the time of publication.

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Epic Games, the creator of Fortnite, banked a $3 billion profit in 2018

Epic Games had as good a year in 2018 as any company in tech. Fortnite became the world’s most popular game, growing the company’s valuation to $15 billion, but it has helped the company pile up cash, too. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, a source with knowledge of the business told TechCrunch.

Epic did not respond to a request for comment.

Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category — think Lord of the Flies meets Hunger Games — almost single-handedly, and it has been the standout title for the U.S.-based game publisher.

Founded way back in 1991, Epic hasn’t given revenue figures for its smash hit — which has 125 million players — but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.

This past September, Epic commanded a valuation of nearly $15 billion, according to The Wall Street Journal, as marquee investors like KKR, Kleiner Perkins and Lightspeed piled on in a $1.25 billion round to grab a slice of the red-hot development firm. However, the investment cards haven’t always been stacked in Epic’s favor.

China’s Tencent, the maker of blockbuster chat app WeChat and a prolific games firm in its own right, became the first outside investor in Epic’s business back in 2012 when it injected $330 million in exchange for a 40 percent stake in the business.

Back then, Epic was best known for Unreal Engine, the third-party development platform that it still operates today, and top-selling titles like Gears of War.

Why would a proven company give up such a huge slice of its business? Executives believed that Epic, as it was, was living on borrowed time. They sensed a change in the way games were headed based on diminishing returns and growing budgets for console games, the increase of “live” games like League of Legends and the emerging role of smartphones.

Speaking to Polygon about the Tencent deal, Epic CEO Tim Sweeney explained that the investment money from Tencent allowed the company to go down the route of freemium games rather than big box titles. That’s a strategy Sweeney called “Epic 4.0.”

“We realized that the business really needed to change its approach quite significantly. We were seeing some of the best games in the industry being built and operated as live games over time rather than big retail releases. We recognized that the ideal role for Epic in the industry is to drive that, and so we began the transition of being a fairly narrow console developer focused on Xbox to being a multi-platform game developer and self publisher, and indie on a larger scale,” he explained.

Tencent, Sweeney added, has provided “an enormous amount of useful advice,” while the capital enabled Epic to “make this huge leap without the immediate fear of money.”

LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)

Epic never had a problem making money — Sweeney told Polygon the first Gear of Wars release grossed $100 million on a $12 million development budget. But with Fortnite, the company has redefined modern gaming, both by making true cross-platform experiences possible and by pulling in vast amounts of money.

As a private company, Epic keeps its financials closely guarded. But digging beyond the $3 billion figure — which, to be clear, is annual profit not revenue — there are clues as to just how big a money-spinner Fortnite is. Certainly, there’s room to wonder whether analyst predictions this summer that Fortnite would gross $2 billion this year were too conservative.

The most recent data comes from November when Sensor Tower estimates that iOS users alone were spending $1.23 million per day. That helped the game bank $37 million in the month and take its total earnings within Apple’s iOS platform to more than $385 million.

But, as mentioned, Fortnite is a cross-platform title that supports PlayStation, Xbox, Switch, PC, Mac, Android and iOS. Aggregating revenue across those platforms isn’t easy, and the only real estimate comes from earlier this year when Super Data Research concluded that the game made $318 million in May across all platforms.

That is, of course, when Fortnite was fresh on iOS, non-existent on Android and with fewer overall players.

We can deduce from Sensor Tower’s November estimate that iOS pulled in $385 million over eight months — between April and November — which is around $48 million per month on average. Android is harder to calculate since Epic skipped Google’s Play Store by distributing its own launcher. While it quickly picked up 15 million Android users within the first month, tracking that spending off-platform is a huge challenge. Some estimates predicted that Google would miss out on around $50 million in lost earnings this year because in-app purchases on Android would not cross its services.

There are a few factors to add further uncertainty.

Fortnite spending tends to spike around the release of new seasons — updated versions of the game — since users are encouraged to buy specific packages at the start. The latest, Season 7, dropped early this month with a range of tweaks for the Christmas period. Given the increased velocity at which Fortnite is picking up players and the appeal of the festive period, this could have been its biggest revenue generator to date, but there’s not yet any indicator of how it performed.

More broadly, Fortnite has undoubtedly lost out on revenue in China, which froze new game licenses nine months ago, thereby preventing any publishers from monetizing new titles over that period.

Tencent, which publishes Fortnite in China, did release the game in the country but it hasn’t been able to draw revenue from it yet. The Chinese government announced last week that it is close to approving its first batch of new titles, but it isn’t clear which games are included and when the process will be done.

Already, the effects have been felt.

Games are forecast to generate nearly $40 billion in revenue in China this year, according to market researcher Newzoo. However, the industry saw its slowest growth over the last 10 years as it grew 5.4 percent year-over-year during the first half of 2018, according to a report by Beijing-based research firm GPC and China’s official gaming association CNG.

Fortnite and PUBG — another battle royale title backed by Tencent — have perhaps suffered the most since they are universally popular worldwide but unable to monetize in China. It seems almost certain that those two titles will receive a major marketing push if, as and when they receive the license and, if Epic can keep the game competitive as Sweeney believed it could back in 2012, then it could go on and make even more money in 2019.

Epic Games is taking on Steam with its own digital game store, which includes higher take-home revenue rates for developers.

But Epic isn’t relying solely on Fortnite.

A more low-key but significant launch this month was the opening of the Epic Games store, which is aimed squarely at Steam, the leader in digital game sales.

While Fortnite is its most prolific release, Epic also makes money from other games, Unreal Engine and a recently launched online game store that rivals Steam. Epic’s big differentiator for the store is that it gives developers 88 percent of their revenue, as opposed to Value — the firm behind Steam — which keeps 30 percent, although it has added varying rates for more successful titles. Customers are promised a free title every two weeks.

Either way, Epic is betting that it can do a lot more than Fortnite, which could mean that its profit margin will be even higher come this time next year.

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